Bludnik
The name is the word for going astray. A bludnik picks up anyone crossing bad ground after dark and leads them by lantern into the deepest part of it, staying at the edge of sight and always about to be caught up with. It leaves the harm to the ground, and the lantern goes out once the follower is standing in it.
- Physiology
- Fae
- Size
- Small
- Speed
- 30 ft.
- Armor class
- 14
- Hit points
- 40 (9d6 + 9)
- Proficiency
- +2
- STR 7 -2 save -2
- DEX 17 +3 save +3
- CON 12 +1 save +1
- INT 12 +1 save +1
- WIS 15 +2 save +2
- CHA 15 +2 save +2
- Skills
- Deception +4 , Stealth +5 , Survival +4
- Passive Perception
- 12
- Senses
- darkvision 120 ft.
- Languages
- Sylvan
Traits
-
Always Ahead
A creature following the bludnik cannot reach it. Movement toward it leaves the same distance between them.
-
Sure-Footed
The bludnik crosses bog, scree and thin ice at full speed without a check.
Actions
-
Lantern Hook
+5 to hit · reach 5 ft.
1d8 + 3 cold damage
-
Lead Astray
One creature within 120 feet that can see the lantern makes a DC 13 Wisdom save. On a failure it follows the bludnik for as long as the light is lit, and any check it makes to keep its bearings fails. It repeats the save each time it takes damage.
-
Vanish Bonus action
The lantern goes dark and the bludnik vanishes. The lantern relights a hundred yards away.